Showing posts with label Nameless. Show all posts
Showing posts with label Nameless. Show all posts

Tuesday, September 15, 2015

TACTICS: Dealing with difficult teams... the Nameless

In my opinion, there are three monster teams to fear across the Pitch from you in Dreadball: The Rebs, The Nameless, and the Convicts. These three teams are really tough nuts to crack, and usually have the upper hand from the moment the ball is launched. Each has different strengths and weaknesses, and dealing with them can be nigh impossible without a plan... so, let's make one!

The Nameless



The original boogeymen and rightfully so! There is not a player slot wasted on this team. Both Guards have their purposes, one for Threatening and one for Slamming. And the Strikers are just plain great at moving the ball down the Pitch, and pretty good at scoring to boot! What should we do?


  1. Don't panic. The players might be from disparate races that resemble ancient deities worshiped in the dark recesses of mankind's undreamt past, but the coach is still human (probably). Watch for openings, he can't protect all scoring lanes and go after your players too. Take careful note of the positioning of Guards, it might tell you where he is aiming for on your team. Pray to your own gods that the dice do not favor him. ;-)
  2. If you are a squishy team, try to stay 6 or so hexes away from the Hard Guard. He can Dash for 6, but most coaches won't risk it. If you stay 6 away, then he will probably be using 3 Actions for an attempt at a Slam. One (maybe two) to get the Sticky Guard in place. Then one for a Hard Guard move. Then another to Slam. 
  3. Keep the pressure on the other coach to score. If you have a fast and decently skilled team, score. Then score again. Concentrate on the point total and keep the pressure on. If the opposing coach is playing catch-up, he has less time to be killing your players.
  4. If you are a bashy team, kill the Hard Guards. Team up and put them in the dirt. Do everything you can to take them out of commission. They only have a 5+ Speed, and if you can get behind them and/or them one or two dice down, you can at least send them off the Pitch. It might seems smarter to go for the Sticky Guards, but they have a 4+ Speed for a better Dodge, and they are only Movement 4, so less versatile. The smart money is on taking out the Hard Guards. I would be willing to entertain arguments for focusing on one of the other two positions if you think you have a good reason though.   
  5. Clog up the entire 3-4 back line. Leave the 1-2 point scoring zones open if you have to, but protect the back field. This will slow their advance tremendously.
  6. Don't panic.

Well, there's a start to playing against the boogeymen... next installment, those pesky Rebels!

Thursday, June 4, 2015

COACH'S CORNER: These are a few of my favorite things... Team Edition

Of the 4 Seasons that are out right now, the following are my favorite team in each Season and why...


Season 1
Trontek 29ers (Human Male Corporation Team)
I love the truly balanced nature of this team. I have never put them on the board and thought I was at a disadvantage. Everyone is pretty decent on this team--there might be no one that shines like the North Star on this team, but neither is there anyone that is just outright awful. In addition, you get a Coaching Dice, which is nice to get your momentum rolling. And, most importantly I believe, you get two starting cards. The two cards really make this team a nasty rival no matter who they are up against. The Corporation team really is the standard by which all other teams are measured, and rightfully so.


Season 2
Void Sirens (Human Female Corporation Team)
This team is a powerhouse! These ladies take the game to another level. Where the boys have the cards to give them extra actions, the girls have the cunning to really play a stronger defensive game (thanks to Run Interference). The Void Sirens can make the opposing coach quiver just trying to make a decision, due to their Jacks being able to utilize the opposing coach's turn for their own purposes. This is one of the few teams where you don't mind having Jacks going onto the pitch for you (as they are the real weapons on the team). Add to this 4 Coaching Dice and this team is just fantastic on the pitch!


Season 3
Kalimarin Ancients (Nameless Team)
Wow, these guys can just plain dominate the pitch! Their Strikers are amazing, with a Movement of a Veermyn, the Skill of a Human, and A Safe Pair of Hands! But where the money is at is definitely the Guards. Between the Hard and Sticky Guards, you have a duo of monstrous killers, literally. Plus, this team first introduced the concept of 2 distinct types of player in the same position, very cool. I HATE seeing these guys on the other side of the pitch from me! But playing them... well, that's another story altogether. And just in case I have not made it abundantly clear, these Cthulu-Outworlder-No-Jack-Having-Machines-of-Destruction are REALLY, REALLY, REALLY good (many think too good).


Season 4
The Red Planets (Martian Team)
I am going to go with who I love to play for Season 4. I will put these little green men up against anyone, and often lose, but with the Martians it isn't about winning. The Red Planets are about the most fun someone can have playing Dreadball. They are cheating invaders who will happily stab (or shoot) you in the back. So they die easily, they can't score worth a crap, and the Guard is nothing to write home about, but GUNS BABY! I love them.

Tuesday, March 3, 2015

TEAM: Kalimarin Ancients (Nameless Team)

















Kalimarin Ancients (Nameless Team)
Reviewed during early Season 4 for DBO only


Strengths: 
Diversity - The Nameless bring three distinctly different types of individuals to the pitch, all with varying stats and abilities. This gives the Ancients a fantastic flexibility to overcome a variety of obstacles. If used correctly, and in the proper combinations, the Ancients can crush opposing players' spines with ease, or rocket down the pitch and Catch an impossible Throw and Score. The Nameless play both offense and defense with otherworldly skill.

No Jacks - Most coaches tolerate jacks as part of the mix in Dreadball, they are ok at most things, but not good at any really. Well, the Nameless don't even have a jack to worry about. The fact the have only Strikers and Guards allows a coach to focus his energy on letting his players do what they do best.

Guards Combo - Put a Sticky guard on an opposing player, then Slam that player with a Hard guard, and watch the player crumble.  This combo works fantastically, and reliably. They can protect the goals like nobody's business, or slog down the pitch and crush the other team on their home turf.


Weaknesses:
No Cards or Dice - They Nameless begin with no cards or dice.

Sticky Guard's Movement - This bizarre-looking monstrosity can only move along as fast as a dwarf... that is a minor obstacle, but one you do need to keep in mind.


MVP Recommendations:
Save your MC and buy an Offensive Coach! ;-)

Nightshade - Same Skill and Movement as the Nameless Strikers, but better Speed. Nightshade also brings Dirty Tricks a for a nice Foul being called for no reason on the opposing team. Oh, and he is cheap!








Number 88 - This is one of the only players, especially a jack, that can add something to the Ancients. His Speed is awesome, he also has Jump, and then throw in the amazing Mind Like Water, and the best Movement in the game - crazy good!








Overall: 
The Kalimarin Ancients are easily one of the best teams in Dreadball at this time. They can hold their own against any style of team, be it bashy or finese-oriented or balanced. No matter who is on the other side of the game board, it is the Kalimarin's game to lose.


Grade:
A +